@@ -1,117 +1,30 @@
Shader "Custom/Glow" {
    Properties {
        _Color ("Color", Color) = (1,1,1,1)
    }

    SubShader {
        Tags { "RenderType"="Transparent" }
        LOD 200
        ZTest Always
        Cull Off

        CGPROGRAM
        #pragma surface surf Lambert decal:add

        float4 _Color;

        struct Input {
            float3 viewDir;
            float3 worldNormal;
        };

        void surf (Input IN, inout SurfaceOutput o) {
            o.Alpha = _Color.a * pow(abs(dot(normalize(IN.viewDir), normalize(IN.worldNormal))), 4.0);
            o.Emission = _Color.rgb * o.Alpha;
        }
        ENDCG
    }

    FallBack "Diffuse"
}
